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I ran an internal workshop at NoA Ignite on building interactive 3D for the web with Spline — no Three.js, no Blender, no code editor required for the core build. The full walkthrough lives in the Spline Workshop guide on Notion (also linked below as the workshop resource). Follow it step by step to go from zero to a published rocket in about 40 minutes.
Spline is a browser-based 3D design tool that sits at the opposite end of the complexity spectrum from a Three.js shader workshop. You model, animate, and publish inside one app — then export a scene URL or embed code that runs on any modern website. I built this session for designers and developers who want interactive 3D without committing to a full WebGL stack.
Participants went from a blank file to a working rocket with particle exhaust and keyboard controls in a single sitting. The "wait, that is it?" reaction was the point. Everyone left with something they could open in a browser tab and share — and a clear path to keep experimenting in the #noa-3d Slack channel.
The canonical resource for this project is the Notion guide: Spline Workshop — Build & Launch an Animated Rocket. It is structured in five parts (Part 0 through Part 4) and includes the exact inspector values, keyboard shortcuts, and export steps from the live session. Use the link in the Live project section below, or open it directly from here. What follows is an expanded summary — the Notion page is where you actually build along.
Before Part 1, get Spline running. Use the web app at spline.design (easiest in a workshop — no install) or the optional desktop app for Mac, Windows, or Linux. Create a free account when prompted — you need it to save files and export scenes.
Launch Spline and log in. From your dashboard, click the blue "New File" button (top right) and pick the "3D Text Example" template — it gives you a lit scene without starting from an empty canvas.
The rocket is built entirely from Spline primitives — no imported models. The body uses a Lathe (revolve a profile curve), the nozzle is a hollow Cylinder, and the fins are drawn with the Vector tool then cloned radially. Naming groups as you go makes Parts 3 and 4 much easier.
Part 3 is where the demo stops being a static model. You apply materials per part, add particle exhaust at the nozzle, wire keyboard events for launch and reset, and optionally enable Bloom so the lift-off reads on screen.
Before export, tidy the scene: delete unused objects, remove extra lights if the template added more than you need, and centre Rocket Final at Position X: 0, Z: 0 (adjust Y so it sits on the grid). Save one last time, then open Export (top right) → Code Export / Embed & Share.
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<title>My Spline Rocket</title>
<style>
body { margin: 0; overflow: hidden; background: #000; }
spline-viewer { width: 100vw; height: 100vh; display: block; }
</style>
</head>
<body>
<!-- Load the Spline viewer (from Export → Code Export) -->
<script
type="module"
src="https://unpkg.com/@splinetool/viewer/build/spline-viewer.js"
></script>
<!-- Replace with your Scene URL from Spline Export -->
<spline-viewer url="https://prod.spline.design/YOUR-SCENE-ID/scene.splinecode"></spline-viewer>
</body>
</html>Step-by-step export screenshots and the exact Export panel fields are in the workshop guide under Part 4.
That is the full arc: sign up, model, animate, export, embed. The Notion workshop guide is the document I used in the room — follow it if you want the same pacing and inspector numbers as the live session. For deeper Spline features, see Spline Tutorials and the Discord community. The same workflow scales to product hero sections, configurators, and landing-page interactions — the rocket is just a friendly first ship.